Freestyle: use depsgraph to get geometry, instead of Blender Internal.
authorBrecht Van Lommel <brechtvanlommel@gmail.com>
Wed, 4 Apr 2018 13:51:03 +0000 (15:51 +0200)
committerBrecht Van Lommel <brechtvanlommel@gmail.com>
Mon, 9 Apr 2018 09:21:14 +0000 (11:21 +0200)
Some of the code is simpler because we use Blender's triangulation directly
instead of dealing with quads. Also some progress printing code was removed
because the depsgraph can not tell us the number of objects ahead of time.

Differential Revision: https://developer.blender.org/D3127

source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
source/blender/render/extern/include/RE_pipeline.h
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/pipeline.c

index a0da68849f7473cc7b71afde49f971c55e8c7146..b159bade13da826fbd07af3dd78e8b04720de1e1 100644 (file)
@@ -52,8 +52,6 @@ BlenderFileLoader::~BlenderFileLoader()
 
 NodeGroup *BlenderFileLoader::Load()
 {
-       ObjectInstanceRen *obi;
-
        if (G.debug & G_DEBUG_FREESTYLE) {
                cout << "\n===  Importing triangular meshes into Blender  ===" << endl;
        }
@@ -81,6 +79,24 @@ NodeGroup *BlenderFileLoader::Load()
                _z_offset = 0.f;
        }
 
+       EvaluationContext *eval_ctx = DEG_evaluation_context_new(DAG_EVAL_RENDER);
+       Depsgraph *depsgraph = DEG_graph_new();
+
+       ViewLayer *view_layer = (ViewLayer*)BLI_findstring(&_re->scene->view_layers, _view_layer->name, offsetof(ViewLayer, name));
+
+       DEG_evaluation_context_init_from_view_layer_for_render(
+               eval_ctx,
+               depsgraph,
+               _re->scene,
+               view_layer);
+
+       BKE_scene_graph_update_tagged(
+               eval_ctx,
+               depsgraph,
+               _re->main,
+               _re->scene,
+               view_layer);
+
 #if 0
        if (G.debug & G_DEBUG_FREESTYLE) {
                cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
@@ -90,32 +106,39 @@ NodeGroup *BlenderFileLoader::Load()
 #endif
 
        int id = 0;
-       unsigned cnt = 1;
-       unsigned cntStep = (unsigned)ceil(0.01f * _re->totinstance);
-       for (obi = (ObjectInstanceRen *)_re->instancetable.first; obi; obi = obi->next) {
-               if (_pRenderMonitor) {
-                       if (_pRenderMonitor->testBreak())
-                               break;
-                       if (cnt % cntStep == 0) {
-                               stringstream ss;
-                               ss << "Freestyle: Mesh loading " << (100 * cnt / _re->totinstance) << "%";
-                               _pRenderMonitor->setInfo(ss.str());
-                               _pRenderMonitor->progress((float)cnt / _re->totinstance);
-                       }
-                       cnt++;
-               }
-
-               char *name = obi->ob->id.name;
-               //printf("%c%c:%s\n", name[0], name[1], name+2);
-               //print_m4("obi->mat", obi->mat);
 
-               if (obi->obr->totvlak > 0) {
-                       insertShapeNode(obi, ++id);
-               }
-               else if (G.debug & G_DEBUG_FREESTYLE) {
-                       cout << "Warning: " << (name + 2) << " is not a vlak-based object (ignored)" << endl;
+       DEG_OBJECT_ITER_BEGIN(
+               depsgraph, ob, DEG_ITER_OBJECT_MODE_RENDER,
+               DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
+               DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
+               DEG_ITER_OBJECT_FLAG_VISIBLE |
+               DEG_ITER_OBJECT_FLAG_DUPLI)
+       {
+               if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
+                       break;
+               }
+
+               bool apply_modifiers = true;
+               bool calc_undeformed = false;
+               bool calc_tessface = false;
+               Mesh *mesh = BKE_mesh_new_from_object(eval_ctx,
+                                                     _re->main,
+                                                     _re->scene,
+                                                     ob,
+                                                     apply_modifiers,
+                                                     eModifierMode_Render,
+                                                     calc_tessface,
+                                                     calc_undeformed);
+
+               if (mesh) {
+                       insertShapeNode(ob, mesh, ++id);
+                       BKE_libblock_free_ex(_re->main, &mesh->id, true, false);
                }
        }
+       DEG_OBJECT_ITER_END;
+
+       DEG_graph_free(depsgraph);
+       DEG_evaluation_context_free(eval_ctx);
 
        // Return the built scene.
        return _Scene;
@@ -363,82 +386,87 @@ int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3
        return 0;
 }
 
-// Checks if edge rotation (if necessary) can prevent the given quad from
-// being decomposed into a degenerate triangle
-bool BlenderFileLoader::testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3])
+static bool testEdgeMark(Mesh *me, FreestyleEdge *fed, const MLoopTri *lt, int i)
 {
-       if (testDegenerateTriangle(v1, v2, v3) == 2 || testDegenerateTriangle(v1, v3, v4) == 2) {
-               if (testDegenerateTriangle(v1, v2, v4) == 2 || testDegenerateTriangle(v2, v3, v4) == 2) {
-#if 0
-                       if (G.debug & G_DEBUG_FREESTYLE) {
-                               printf("BlenderFileLoader::testEdgeRotation: edge rotation is unsuccessful.\n");
-                       }
-#endif
-                       return false;
-               }
-               return true;
+       MLoop *mloop = &me->mloop[lt->tri[i]];
+       MLoop *mloop_next = &me->mloop[lt->tri[(i+1)%3]];
+       MEdge *medge = &me->medge[mloop->e];
+
+       if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
+               /* Not an edge in the original mesh before triangulation. */
+               return false;
        }
-       return false;
+
+       return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
 }
 
-void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
+void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
 {
-       ObjectRen *obr = obi->obr;
-       char *name = obi->ob->id.name + 2;
+       char *name = ob->id.name + 2;
+
+       // Compute loop triangles
+       int tottri = poly_to_tri_count(me->totpoly, me->totloop);
+       MLoopTri *mlooptri = (MLoopTri*)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
+       BKE_mesh_recalc_looptri(
+               me->mloop, me->mpoly,
+               me->mvert,
+               me->totloop, me->totpoly,
+               mlooptri);
+
+       // Compute loop normals
+       BKE_mesh_calc_normals_split(me);
+       float (*lnors)[3] = NULL;
+
+       if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
+               lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
+       }
 
-       // We parse vlak nodes and count the number of faces after the clipping by
-       // the near and far view planes is applied (Note: mesh vertices are in the
-       // camera coordinate system).
-       VlakRen *vlr = NULL;
+       // Get other mesh data
+       MVert *mvert = me->mvert;
+       MLoop *mloop = me->mloop;
+       MPoly *mpoly = me->mpoly;
+       FreestyleEdge *fed = (FreestyleEdge*)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
+       FreestyleFace *ffa = (FreestyleFace*)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
+
+       // Compute matrix including camera transform
+       float obmat[4][4], nmat[4][4];
+       mul_m4_m4m4(obmat, _re->viewmat, ob->obmat);
+       invert_m4_m4(nmat, obmat);
+       transpose_m4(nmat);
+
+       // We count the number of triangles after the clipping by the near and far view
+       // planes is applied (Note: mesh vertices are in the camera coordinate system).
        unsigned numFaces = 0;
-       float v1[3], v2[3], v3[3], v4[3];
-       float n1[3], n2[3], n3[3], n4[3], facenormal[3];
-       int clip_1[3], clip_2[3];
+       float v1[3], v2[3], v3[3];
+       float n1[3], n2[3], n3[3], facenormal[3];
+       int clip[3];
        int wire_material = 0;
-       for (int a = 0; a < obr->totvlak; a++) {
-               if ((a & 255) == 0)
-                       vlr = obr->vlaknodes[a>>8].vlak;
-               else
-                       vlr++;
-               if (vlr->mat->mode & MA_ONLYCAST)
+       for (int a = 0; a < tottri; a++) {
+               const MLoopTri *lt = &mlooptri[a];
+               const MPoly *mp = &mpoly[lt->poly];
+               Material *mat = give_current_material(ob, mp->mat_nr + 1);
+
+               if (mat && mat->mode & MA_ONLYCAST) {
                        continue;
-               if (vlr->mat->material_type == MA_TYPE_WIRE) {
+               }
+               if (mat && mat->material_type == MA_TYPE_WIRE) {
                        wire_material = 1;
                        continue;
                }
-               copy_v3_v3(v1, vlr->v1->co);
-               copy_v3_v3(v2, vlr->v2->co);
-               copy_v3_v3(v3, vlr->v3->co);
-               if (vlr->v4)
-                       copy_v3_v3(v4, vlr->v4->co);
-               if (obi->flag & R_TRANSFORMED) {
-                       mul_m4_v3(obi->mat, v1);
-                       mul_m4_v3(obi->mat, v2);
-                       mul_m4_v3(obi->mat, v3);
-                       if (vlr->v4)
-                               mul_m4_v3(obi->mat, v4);
-               }
+
+               copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
+               copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
+               copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
+
+               mul_m4_v3(obmat, v1);
+               mul_m4_v3(obmat, v2);
+               mul_m4_v3(obmat, v3);
+
                v1[2] += _z_offset;
                v2[2] += _z_offset;
                v3[2] += _z_offset;
-               if (vlr->v4)
-                       v4[2] += _z_offset;
-#if 0
-               print_v3("v1", v1);
-               print_v3("v2", v2);
-               print_v3("v3", v3);
-               if (vlr->v4)
-                       print_v3("v4", v4);
-#endif
-               if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
-                       numFaces += countClippedFaces(v1, v2, v3, clip_1);
-                       if (vlr->v4)
-                               numFaces += countClippedFaces(v1, v3, v4, clip_2);
-               }
-               else {
-                       numFaces += countClippedFaces(v1, v2, v4, clip_1);
-                       numFaces += countClippedFaces(v2, v3, v4, clip_2);
-               }
+
+               numFaces += countClippedFaces(v1, v2, v3, clip);
        }
        if (wire_material) {
                if (G.debug & G_DEBUG_FREESTYLE) {
@@ -450,8 +478,10 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
                cout << "numFaces " << numFaces << endl;
        }
 #endif
-       if (numFaces == 0)
+       if (numFaces == 0) {
+               MEM_freeN(mlooptri);
                return;
+       }
 
        // We allocate memory for the meshes to be imported
        NodeGroup *currentMesh = new NodeGroup;
@@ -494,99 +524,60 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
 
        // We parse the vlak nodes again and import meshes while applying the clipping
        // by the near and far view planes.
-       int p;
-       for (p = 0; p < obr->totvlak; ++p) { // we parse the faces of the mesh
-               if ((p & 255) == 0)
-                       vlr = obr->vlaknodes[p>>8].vlak;
-               else
-                       vlr++;
-               if ((vlr->mat->mode & MA_ONLYCAST) || vlr->mat->material_type == MA_TYPE_WIRE)
+       for (int a = 0; a < tottri; a++) {
+               const MLoopTri *lt = &mlooptri[a];
+               const MPoly *mp = &mpoly[lt->poly];
+               Material *mat = give_current_material(ob, mp->mat_nr + 1);
+
+               if (mat && ((mat->mode & MA_ONLYCAST) || mat->material_type == MA_TYPE_WIRE))
                        continue;
-               copy_v3_v3(v1, vlr->v1->co);
-               copy_v3_v3(v2, vlr->v2->co);
-               copy_v3_v3(v3, vlr->v3->co);
-               if (vlr->v4)
-                       copy_v3_v3(v4, vlr->v4->co);
-               if (obi->flag & R_TRANSFORMED) {
-                       mul_m4_v3(obi->mat, v1);
-                       mul_m4_v3(obi->mat, v2);
-                       mul_m4_v3(obi->mat, v3);
-                       if (vlr->v4)
-                               mul_m4_v3(obi->mat, v4);
-               }
+
+               copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
+               copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
+               copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
+
+               mul_m4_v3(obmat, v1);
+               mul_m4_v3(obmat, v2);
+               mul_m4_v3(obmat, v3);
+
                v1[2] += _z_offset;
                v2[2] += _z_offset;
                v3[2] += _z_offset;
-               if (vlr->v4)
-                       v4[2] += _z_offset;
-               if (_smooth && (vlr->flag & R_SMOOTH)) {
-                       copy_v3_v3(n1, vlr->v1->n);
-                       copy_v3_v3(n2, vlr->v2->n);
-                       copy_v3_v3(n3, vlr->v3->n);
-                       if (vlr->v4)
-                               copy_v3_v3(n4, vlr->v4->n);
-                       if (obi->flag & R_TRANSFORMED) {
-                               mul_m3_v3(obi->nmat, n1);
-                               mul_m3_v3(obi->nmat, n2);
-                               mul_m3_v3(obi->nmat, n3);
-                               normalize_v3(n1);
-                               normalize_v3(n2);
-                               normalize_v3(n3);
-                               if (vlr->v4) {
-                                       mul_m3_v3(obi->nmat, n4);
-                                       normalize_v3(n4);
-                               }
-                       }
+
+               if (_smooth && (mp->flag & ME_SMOOTH) && lnors) {
+                       copy_v3_v3(n1, lnors[lt->tri[0]]);
+                       copy_v3_v3(n2, lnors[lt->tri[1]]);
+                       copy_v3_v3(n3, lnors[lt->tri[2]]);
+
+                       mul_mat3_m4_v3(nmat, n1);
+                       mul_mat3_m4_v3(nmat, n2);
+                       mul_mat3_m4_v3(nmat, n3);
+
+                       normalize_v3(n1);
+                       normalize_v3(n2);
+                       normalize_v3(n3);
                }
                else {
-                       RE_vlakren_get_normal(_re, obi, vlr, facenormal);
-#ifndef NDEBUG
-                       /* test if normals are inverted in rendering [T39669] */
-                       float tnor[3];
-                       if (vlr->v4)
-                               normal_quad_v3(tnor, v4, v3, v2, v1);
-                       else
-                               normal_tri_v3(tnor, v3, v2, v1);
-                       BLI_assert(dot_v3v3(tnor, facenormal) > 0.0f);
-#endif
+                       normal_tri_v3(facenormal, v3, v2, v1);
+
                        copy_v3_v3(n1, facenormal);
                        copy_v3_v3(n2, facenormal);
                        copy_v3_v3(n3, facenormal);
-                       if (vlr->v4)
-                               copy_v3_v3(n4, facenormal);
                }
 
-               unsigned int numTris_1, numTris_2;
-               bool edge_rotation;
-               if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
-                       numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
-                       numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
-                       edge_rotation = false;
-               }
-               else {
-                       numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
-                       numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
-                       edge_rotation = true;
-                       if (G.debug & G_DEBUG_FREESTYLE) {
-                               printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
-                       }
-               }
-               if (numTris_1 == 0 && numTris_2 == 0)
+               unsigned int numTris = countClippedFaces(v1, v2, v3, clip);
+               if (numTris == 0)
                        continue;
-               bool fm, em1, em2, em3, em4;
-               fm = (vlr->freestyle_face_mark) != 0;
-               em1 = (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
-               em2 = (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
-               if (!vlr->v4) {
-                       em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
-                       em4 = false;
-               }
-               else {
-                       em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
-                       em4 = (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
+
+               bool fm = (ffa) ? (ffa[lt->poly].flag & FREESTYLE_FACE_MARK) != 0 : false;
+               bool em1 = false, em2 = false, em3 = false;
+
+               if (fed) {
+                       em1 = testEdgeMark(me, fed, lt, 0);
+                       em2 = testEdgeMark(me, fed, lt, 1);
+                       em3 = testEdgeMark(me, fed, lt, 2);
                }
 
-               Material *mat = vlr->mat;
                if (mat) {
                        tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
                        tmpMat.setDiffuse(mat->r, mat->g, mat->b, mat->alpha);
@@ -629,43 +620,19 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
                float triCoords[5][3], triNormals[5][3];
                bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
 
-               if (numTris_1 > 0) {
-                       if (!edge_rotation) {
-                               clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
-                                            edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
-                       }
-                       else {
-                               clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
-                                            edgeMarks, em1, false, em4, clip_1);
-                       }
-                       for (i = 0; i < numTris_1; i++) {
-                               addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
-                                           triNormals[0], triNormals[i + 1], triNormals[i + 2],
-                                           fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
-                                           (i == numTris_1 - 1) ? edgeMarks[i + 2] : false);
-                               _numFacesRead++;
-                       }
-               }
-
-               if (numTris_2 > 0) {
-                       if (!edge_rotation) {
-                               clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
-                                            edgeMarks, false, em3, em4, clip_2);
-                       }
-                       else {
-                               clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
-                                            edgeMarks, em2, em3, false, clip_2);
-                       }
-                       for (i = 0; i < numTris_2; i++) {
-                               addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
-                                           triNormals[0], triNormals[i + 1], triNormals[i + 2],
-                                           fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
-                                           (i == numTris_2 - 1) ? edgeMarks[i + 2] : false);
-                               _numFacesRead++;
-                       }
+               clipTriangle(numTris, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
+                            edgeMarks, em1, em2, em3, clip);
+               for (i = 0; i < numTris; i++) {
+                       addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
+                                   triNormals[0], triNormals[i + 1], triNormals[i + 2],
+                                   fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
+                                   (i == numTris - 1) ? edgeMarks[i + 2] : false);
+                       _numFacesRead++;
                }
        }
 
+       MEM_freeN(mlooptri);
+
        // We might have several times the same vertex. We want a clean 
        // shape with no real-vertex. Here, we are making a cleaning pass.
        float *cleanVertices = NULL;
@@ -804,8 +771,8 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
                                 cleanNIndices, niSize, MIndices, viSize, 0, 0, 0);
        // sets the id of the rep
        rep->setId(Id(id, 0));
-       rep->setName(obi->ob->id.name + 2);
-       rep->setLibraryPath(obi->ob->id.lib ? obi->ob->id.lib->name : NULL);
+       rep->setName(ob->id.name + 2);
+       rep->setLibraryPath(ob->id.lib ? ob->id.lib->name : NULL);
 
        const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
                                             Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
index ad92416801d2ecaf3bd6387310392b55a8284e53..e671c9169343e7a4c7e78c6f81ede5bcbfb22dbe 100644 (file)
 #include "../system/RenderMonitor.h"
 
 extern "C" {
+#include "MEM_guardedalloc.h"
+
 #include "DNA_material_types.h"
+#include "DNA_mesh_types.h"
 #include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_types.h"
 #include "DNA_scene_types.h"
 
 #include "renderdatabase.h"
 #include "render_types.h"
 
+#include "BKE_customdata.h"
+#include "BKE_material.h"
 #include "BKE_mesh.h"
 #include "BKE_scene.h"
 
+#include "BLI_iterator.h"
+#include "BLI_listbase.h"
 #include "BLI_math.h"
+
+#include "DEG_depsgraph_query.h"
 }
 
 #ifdef WITH_CXX_GUARDEDALLOC
@@ -96,9 +107,8 @@ public:
        inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
 
 protected:
-       void insertShapeNode(ObjectInstanceRen *obi, int id);
+       void insertShapeNode(Object *ob, Mesh *mesh, int id);
        int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
-       bool testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3]);
        int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
        void clipLine(float v1[3], float v2[3], float c[3], float z);
        void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
index 93ac53cdfcc676a3c77a4219c9c26bdf81f129ad..08c2fd4fa7a308b5d932b0f90a8b7caca3608a2a 100644 (file)
@@ -271,6 +271,9 @@ void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);
 void RE_Database_FromScene(
         struct Render *re, struct Main *bmain, struct Scene *scene,
         unsigned int lay, int use_camera_view);
+void RE_Database_CameraOnly(
+        struct Render *re, struct Main *bmain, struct Scene *scene,
+        unsigned int lay, int use_camera_view);
 void RE_Database_Preprocess(struct EvaluationContext *eavl_ctx, struct Render *re);
 void RE_Database_Free(struct Render *re);
 
index 419316d6217b33471268fbe7b2629a0b4ba25faf..003c69ccbd444ddec8f3a1f21a16edae177509b2 100644 (file)
@@ -5178,6 +5178,33 @@ static void database_init_objects(const EvaluationContext *eval_ctx, Render *re,
                RE_makeRenderInstances(re);
 }
 
+void RE_Database_CameraOnly(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view)
+{
+       Object *camera;
+       float mat[4][4];
+
+       re->main= bmain;
+       re->scene= scene;
+       re->lay= lay;
+
+       /* scene needs to be set to get camera */
+       camera= RE_GetCamera(re);
+
+       /* if no camera, viewmat should have been set! */
+       if (use_camera_view && camera) {
+               /* called before but need to call again in case of lens animation from the
+                * above call to BKE_scene_graph_update_for_newframe, fixes bug. [#22702].
+                * following calls don't depend on 'RE_SetCamera' */
+               RE_SetCamera(re, camera);
+               RE_GetCameraModelMatrix(re, camera, mat);
+               invert_m4(mat);
+               RE_SetView(re, mat);
+
+               /* force correct matrix for scaled cameras */
+               DEG_id_tag_update_ex(re->main, &camera->id, OB_RECALC_OB);
+       }
+}
+
 /* used to be 'rotate scene' */
 void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view)
 {
index d6e45788942c49811d55f9f8a36a0ef77ac8a6a5..9ad9c653e5484b571a4a89482c49ed6fe6c8f667 100644 (file)
@@ -3327,10 +3327,8 @@ void RE_RenderFreestyleExternal(Render *re)
 
                for (rv = re->result->views.first; rv; rv = rv->next) {
                        RE_SetActiveRenderView(re, rv->name);
-                       RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
-                       RE_Database_Preprocess(NULL, re);
+                       RE_Database_CameraOnly(re, re->main, re->scene, re->lay, 1);
                        add_freestyle(re, 1);
-                       RE_Database_Free(re);
                }
        }
 }